;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
8       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
6       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
4       ; Fundamentalism pays support for all units past this
13      ; Communism is equivalent of this palace distance.
80      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
3       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Tau'ri,             4,-2,  X1,  nil, 0, 0    ; AFl
Myth of Dieties,    5, 1,  X1,  nil, 0, 3    ; Alp
Exploration Mandate,3,-2,  Alp, AFl, 2, 0    ; Amp
Symbiote,           4, 1,  X1,  nil, 0, 3    ; Ast
Naquada,            7,-1,  Mob, nil, 0, 2    ; Ato
Scalability,        6,-1,  E2,  nil, 3, 1    ; Aut
Tielc's Epiphany,   4, 1,  Ast, Tra, 1, 0    ; Ban
Binary Code,        4, 0,  nil, nil, 0, 2    ; Bri
Carter's Encounter, 6,-1,  X1,  nil, 0, 4    ; Bro
Civilization,       5, 0,  nil, nil, 0, 1    ; Cer
N-I-D Allies,       5,-1,  Ast, Phi, 0, 0    ; Che
Resistance Mandate, 4,-2,  Ban, Mob, 2, 0    ; Chi
Tok'ra Trust,       4, 1,  X1,  nil, 1, 0    ; CoL
Enemies of Ra,      5,-1,  Bro, Ast, 2, 1    ; CA 
Trinium Munitions,  5,-1,  Cst, Pot, 1, 0    ; Cmb
Goa'uld Innate,     5, 0,  X1,  nil, 0, 3    ; Cmn
Upgraded ManPADS,   4, 1,  Cmb, Chi, 1, 0    ; Cmp
Asgard Innate,      7,-1,  X1,  nil, 1, 1    ; Csc
Trinium,            4, 0,  Eng, Cmn, 0, 2    ; Cst
Alliance Mandate,   4, 0,  Chi, Amp, 2, 0    ; Cor
Colonizing Mandate, 4, 1,  Chi, Ato, 2, 0    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Replicator Origins, 4, 1,  X1,  nil, 2, 4    ; Eco
Negotiating Mandate,4, 0,  Chi, CoL, 2, 0    ; E1 
Hive Processing,    4, 1,  Rfg, nil, 3, 1    ; E2 
The Ancients,       4, 0,  X1,  nil, 0, 1    ; Eng
Prot Planets Treaty,3, 1,  X1,  nil,  1, 1   ; Env
Orban Nanites,      2,-1,  X1,  nil, 2, 1    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Naquada Reactor,    4,-1,  Inv, Esp, 0, 2    ; Feu
Human Concepts,     4,-1,  Aut, Roc, 3, 1    ; Fli
Replicator Ship,    3,-2,  X1,  nil, 3, 1    ; Fun
Crystal Interphase, 3, 0,  Che, Feu, 0, 0    ; FP 
Naquadria Reactor,  3, 2,  Pla, Feu, 0, 2    ; Gen
Jaffa Mysticism,    4, 1,  Cmn, Ato, 1, 3    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Tollan,             4,-1,  X1,  nil, 2, 1    ; Hor
Goa'uld Engineering,6, 0,  X4,  Cmn, 0, 3    ; Ind
Naquada Refining,   6, 0,  Phy, Ato, 0, 2    ; Inv
Iron Working,       5,-1,  no,  no,  0, 4    ; Iro
Anubis Mothership,  4,-1,  Plu, nil, 2, 3    ; Lab
Liquid Naquada,     4, 0,  Eng, Inv, 0, 2    ; Las
Sublight Engines,   5,-1,  Feu, FP,  1, 2    ; Ldr
X-301,              5, 2,  The, Phy, 1, 0    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
X-302,              4,-1,  Lit, Ldr, 1, 0    ; Mag
Abydos Cartouche,   6,-1,  Alp, AFl, 0, 1    ; Map
Anti-Gravity,       4, 1,  Las, Mys, 1, 2    ; Mas
Jaffa Loyalty,      7, 0,  Gue, nil, 1, 3    ; MP 
Project Prometheus, 4,-1,  Mag, NP,  2, 0    ; Mat
Force Shield,       4, 0,  Mas, Ldr, 1, 2    ; Med
Particle Beams,     6,-2,  Hor, Med, 1, 2    ; Met
F-303,              4, 1,  Met, Mat, 1, 0    ; Min
Goa'uld Language,   8,-1,  Map, nil, 0, 3    ; Mob
Trap Replicators,   5, 1,  X1,  nil, 0, 4    ; Mon
Diety Worship,      5, 1,  nil, nil, 0, 3    ; MT 
Tok'ra Alliance,    4, 0,  CoL, Cor, 2, 0    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Hyper-Drive,        3, 0,  Gen, Mas, 1, 2    ; NP 
Acquisition Mandate,6, 1,  Amp, Map, 2, 0    ; Phi
Trinium Alloys,     4,-1,  Cst, Phi, 0, 2    ; Phy
Naquadria,          4, 1,  X1,  nil, 2, 1    ; Pla
Anubis' Descent,    4, 0,  Sup, nil, 2, 3    ; Plu
Modified Goauld DNA,4, 0,  Plu, nil, 2, 3    ; PT 
Twentieth Century,  4, 1,  X1,  nil, 0, 0    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Tatarus Sabotage,   2, 1,  X1,  nil, 3, 4    ; Rec
Interstellar Cargo, 4, 0,  Rob, nil, 1, 2    ; Ref
Replicator Innate,  3, 1,  X1,  nil, 3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
AI Innate,          5,-2,  X1,  nil, 2, 1    ; Rob
Next Generation,    6,-2,  Fun, nil, 3, 1    ; Roc
All Over,           4, 2,  X1,  nil, 2, 4    ; San
Seafaring,          4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Asgard Shipbuilding,3,-2,  Csc, nil, 1, 1    ; Sth
Ultimate Warship,   4,-1,  X1,  nil, 1, 1    ; SE 
Master Bray'tac,    4,-1,  Ban, E1,  1, 3    ; Stl
Apohis is Dead,     4, 1,  X1,  nil, 3, 4    ; Sup
Anubis is Dead,     6,-1,  X1,  nil, 2, 4    ; Tac
Jaffa Alliance,     3, 2,  Mys, Stl, 1, 0    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Dialing Computer,   4, 2,  Map, nil, 0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
Ha'tak Design,      7,-1,  X4,  MP,  0, 3    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
Irrelevant Pursuits,2, 0,  Cer, nil, 0, 2    ; FT 
Reproduction,       2, 0,  X1,  nil, 0, 1    ; U1 
Rouge NID,          3, 0,  X1,  nil, 1, 0    ; U2 
Queen Egiria,       3, 0,  X1,  nil, 0, 3    ; U3 
Forbidden,          1, 0,  X2,  nil, 0, 1    ; X1 
Root,               3, 0,  nil, no,  0, 1    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Adv Goa'uld Ships,  6, 0,  X5,  Cmn, 0, 3    ; X4 
Int Goa'ul Ships,   7,-1,  X6,  NP,  0, 3    ; X5 
Basic Goa'uld Ships,6, 0,  Cst, Cmn, 0, 3    ; X6 
Jack is Dead,       3, 0,  X1,  nil, 0, 4    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
HQ,                       10, 0,    Cer,
Training Grounds,          4, 1,    Gue,
Hydroponic Bays,           6, 1,    Cer,
Recreation Hall,           4, 1,    Cer,
Fixed Annual Budget,       8, 1,    Cer,
Mainframe,                 8, 1,    Bri,
Security Detachment,       8, 1,    Eng,
Defense Perimeter,         8, 0,    Med,
Infirmary,                 8, 2,    Ato,
Auxillary Budget,         12, 3,    Feu,
Goa'uld Monument,         12, 3,    MT, 
R+D Lab,                   9, 3,    Ato,
Mass Transit,             16, 4,    no, 
Gymnasium,                 8, 3,    Cur,
Engineering Bay,          13, 3,    Inv,
Alloy Refinery,           32, 4,    Las,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    E2, 
Power Plant,              16, 4,    no, 
Power Sharing Mode,       24, 4,    Aut,
Foundary,                 32, 5,    Gen,
Resource Pooling,         16, 4,    Fun,
Auxillary Accomodations,  12, 2,    Mas,
Replicator Queen,          8, 3,    Rfg,
Power Saving Mode,        20, 5,    Aut,
Research Complex,         16, 3,    Phi,
Early Warning Grid,       10, 2,    Phy,
Orbital Defenses,          8, 1,    Met,
Asgard Mfg Facility,      32, 4,    Sth,
Graviponic Farms,          6, 1,    Mas,
Asteroid Mines,           16, 3,    Ldr,
First Control,            16, 3,    Fli,
Kelnarym Hall,             6, 2,    MP, 
Antigrav Dry Dock,         8, 3,    NP, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Resource Storage),       60, 0,    Cor,
Multiplicity,             20, 0,    Rfg,
UFO Conspiracy,           20, 0,    Pot,
The Har'cesis Child,      20, 0,    X4, 
Ancients Technology,      40, 0,    Lab,
Great Library,            30, 0,    no, 
Eye of Tiamat,            30, 0,    X4, 
Great Wall,               30, 0,    no, 
Jack O'Niel,               6, 0,    AFl,
Oma Dasala's Message,     20, 0,    Eng,
Loop of Kon Garat,        40, 0,    nil,
Video Entertainment,      40, 0,    MT, 
Area 51,                  20, 0,    Che,
N.I.D. Propulsion Labs,   40, 0,    Lit,
The Hok'Taur,             30, 0,    Med,
Samantha Carter,           6, 0,    Amp,
Ambush of Kreshta,        40, 0,    X5, 
Jonas Quinn,              20, 0,    Pla,
Asgard Campaign,          40, 0,    Rfg,
Machello's Lab,           20, 0,    Mys,
Statue of Liberty,        40, 0,    no, 
Floating Nox City,        10, 0,    Rob,
Zatarc Detector,          30, 0,    U3, 
Eye of Ra,                40, 0,    Plu,
Manhattan Project,        60, 0,    no, 
Tiel'c of Chulak,         20, 0,    Ban,
Apollo Program,           10, 0,    no, 
Daniel Jackson,            6, 0,    Map,
Daniel's Ascension,       40, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Multiplicity
Chi,        ; UFO Conspiracy
Sup,        ; The Har'cesis Child
Tac,        ; Ancients Technology
nil,        ; Great Library
nil,        ; Eye of Tiamat
Met,        ; Great Wall
X7,         ; Jack O'Niel
nil,        ; Oma Dasala's Message
nil,        ; Loop of Kon Garat
nil,        ; Video Entertainment
nil,        ; Area 51
nil,        ; N.I.D. Propulsion Labs
nil,        ; The Hok'Taur
X7,         ; Samantha Carter
nil,        ; Ambush of Kreshta
nil,        ; Jonas Quinn
San,        ; Asgard Campaign
nil,        ; Machello's Lab
nil,        ; Statue of Liberty
Cmb,        ; Floating Nox City
nil,        ; Zatarc Detector
nil,        ; Eye of Ra
nil,        ; Manhattan Project
X7,         ; Tiel'c of Chulak
nil,        ; Apollo Program
X7,         ; Daniel Jackson
nil,        ; Daniel's Ascension


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Humans,       Pot, 0,  1.,0,  0a,1d,  1h,1f,  6,0,  5, U1,  000000000000000
Colonists,    nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, Cur, 000000000000000
Trinium,      nil, 0,  1.,0,  0a,1d,  1h,1f, 35,0,  3, X1,  000001000000000
SG Unit-M5,   Cmb, 0,  1.,0,  4a,3d,  1h,1f,  3,0,  0, AFl, 000000000000000
Tel'tak,      nil, 2,  3.,0,  0a,4d,  1h,1f,  8,2,  4, X6,  000000000000000
Merrin,       nil, 0,  0.,0,  1a,1d,  1h,1f,  8,0,  3, X1,  000000000000000
SG Unit-P90,  nil, 0,  1.,0,  6a,5d,  1h,1f,  5,0,  0, Cmb, 000010000000000
Unas,         nil, 0,  1.,0,  3a,5d,  1h,1f, 12,0,  0, Rob, 000000000001010
Replicator,   San, 0,  2.,0, 12a,3d,  2h,1f,  1,0,  0, Rfg, 000100001000010
Jaffa Garrison,nil, 0,  1.,0,  4a,6d,  1h,1f,  4,0,  1, Gue, 000000000000000
First Prime,  PT,  0,  1.,0,  8a,6d,  1h,1f,  9,0,  3, X5,  000010001000100
Jaffa,        PT,  0,  1.,0,  6a,5d,  1h,1f,  3,0,  0, MP,  000000000000100
Symbiote,     nil, 1,  0.,99,  2a,2d,  1h,1f, 16,0,  3, X1,  000000000000000
F-302,        nil, 1, 10.,1, 11a,7d,  1h,1f,  8,0,  3, Mag, 000000000010000
Ra Mothership,nil, 2,  0.,0,  0a,16d, 1h,1f, 25,2,  1, X1,  000000010000000
Reetoo,       nil, 0,  2.,0,  6a,4d,  1h,1f, 10,0,  0, X1,  000000101000010
Ashrak,       nil, 0,  1.,0,  7a,4d,  1h,1f,  6,0,  3, Cmn, 000000101000010
Kull,         Rec, 0,  1.,0,  9a,8d,  1h,1f,  6,0,  0, PT,  000000101000000
Tok'ra,       Cmn, 2,  4.,0,  7a,5d,  1h,1f,  7,0,  3, U3,  100000100001001
Narim,        nil, 0,  0.,0,  0a,1d,  1h,1f, 14,0,  3, X1,  000000000000000
MALP,         nil, 0,  1.,0,  0a,2d,  1h,1f,  5,0,  0, AFl, 100000000000001
ManPADS,      nil, 0,  1.,0,  5a,5d,  1h,1f,  4,0,  1, Cmp, 010000000010000
FRED,         nil, 0,  1.,0,  0a,7d,  1h,1f,  4,0,  1, FP,  000010000000000
Data Reposit, nil, 0,  1.,0,  1a,1d,  1h,1f, 14,0,  1, X1,  000000000000000
Worker,       San, 0,  1.,0,  1a,4d,  1h,1f,  4,0,  5, Rfg, 000000000000000
Troop Carrier,AFl, 2,  3.,0,  0a,6d,  1h,1f, 10,5,  4, X5,  000000000000000
Exosuit,      AFl, 0,  2.,0, 14a,8d,  1h,1f, 10,0,  1, Csc, 010000000000000
NG Replicator,San, 1,  5.,0, 10a,3d,  3h,1f, 16,0,  0, Roc, 010010000010000
Death Glider, nil, 1, 10.,1, 11a,8d,  1h,1f,  6,0,  0, Cmn, 000000000010000
Thor,         nil, 0,  0.,0,  5a,5d,  1h,1f, 20,0,  2, X1,  100000000000001
Time Dialation,nil, 1,  0.,0,  1a,18d, 2h,2f, 13,0,  2, X1,  000000000000000
Jacob Carter, nil, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  3, X1,  001001000010000
Serebus,      nil, 2,  3.,0, 10a,5d,  1h,1f,  6,2,  4, Ref, 000000000000000
Apophis,      nil, 0,  0.,0,  2a,2d,  1h,1f,  8,0,  4, X1,  000000000000000
Collaborater, nil, 0,  2.,2,  4a,4d,  1h,1f, 12,0,  1, Rob, 000000000000000
Red Giant,    nil, 2,  0.,0,  4a,10d, 1h,1f, 35,0,  3, X1,  000000000000000
Space Shuttle2,Mag, 2,  2.,0,  6a,2d,  1h,1f,  5,1,  4, Chi, 000000000101000
Ha'tak,       Plu, 2,  4.,0, 20a,18d, 1h,1f, 18,0,  2, Whe, 000000010000000
F-303,        Csc, 2,  3.,0, 24a,20d, 1h,1f, 18,0,  2, Min, 000000010010000
Anubis MShip, Tac, 2,  4.,0, 32a,30d, 1h,1f, 50,6,  2, Lab, 000000000000001
Ha'tak A,     Tac, 2,  5.,0, 28a,20d, 1h,1f, 28,0,  2, Plu, 000000010000000
Gate Iris,    nil, 0,  0.,0,  0a,5d,  8h,2f, 44,0,  4, X1,  000000000000000
Prometheus,   Min, 2,  3.,0,  0a,20d, 1h,1f, 18,0,  2, Mat, 000000010000000
RepliShip,    San, 2,  3.,0, 24a,20d, 1h,1f, 12,4,  2, Fun, 000000000000000
Science Vessel,nil, 2,  5.,0, 14a,3d,  1h,1f, 10,0,  4, Csc, 100000000000001
Reese,        nil, 0,  0.,0,  1a,1d,  1h,1f, 16,0,  2, X1,  000000000000000
Wolf,         nil, 0,  0.,0,  0a,2d,  1h,1f, 14,0,  2, X1,  000000000000000
SG-1,         nil, 0,  1.,0, 10a,8d,  2h,1f, 50,0,  3, X1,  000000011000110
Theatre Nuke, Csc, 1,  1.,1, 24a,1d,  1h,1f, 12,0,  0, Pot, 001000000010000
Negotiator,   nil, 0,  1.,0,  0a,1d,  1h,1f,  8,0,  7, E1,  000000000000000
NID Operative,nil, 0,  1.,0,  0a,5d,  1h,1f,  3,0,  6, U2,  000000100001010
Beliskner,    nil, 2,  5.,0, 23a,19d, 1h,1f, 16,4,  3, Sth, 010000000000001
O'niel,       nil, 2,  5.,0, 29a,22d, 2h,1f, 30,4,  2, SE,  010000000000001
Anubis,       nil, 0,  0.,2, 12a,9d,  2h,1f, 30,0,  3, X1,  000010000000010
Explorer,     San, 0,  2.,0,  0a,7d,  2h,1f, 20,0,  6, Roc, 000000000000011
Cronus,       nil, 0,  1.,0, 10a,10d, 2h,1f, 20,0,  3, X1,  000000001000110
Lord Yu,      nil, 0,  1.,0, 10a,10d, 2h,1f, 20,0,  3, X1,  000000001000110
Sokar,        nil, 0,  1.,0, 10a,10d, 2h,1f, 20,0,  3, X1,  000000001000110
Hak'tyl Amazon,nil, 0,  1.,0,  8a,3d,  1h,1f,  9,0,  3, Rob, 000000001000000
Alkesh,       nil, 2,  4.,0, 12a,6d,  1h,1f, 10,0,  2, X4,  000000000000000
Ion Cannon,   nil, 0,  0.,0,  7a,18d, 2h,1f, 10,0,  1, Csc, 000000000000000
Outpost,      nil, 0,  0.,0,  0a,1d,  1h,1f,  8,0,  3, X1,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Anamoly,    2,4,  2,1,1,   no,  1, 5, 5,   no,  1, 5,  3,  no,    ; Drt
Planetoid,  1,4,  2,2,0,   yes, 1, 5, 1,   yes, 3,10,  0,  no,    ; Pln
Moon,       1,2,  2,2,0,   yes, 1, 5, 2,   yes, 3,10,  1,  Hil,   ; Grs
Dessert Planet,2,2,  1,2,1,   yes, 1, 5, 1,   yes, 1, 5,  1,  no,    ; For
Volcano Planet,2,3,  2,2,1,   yes, 1,10, 1,   yes, 2,10,  1,  Pln,   ; Hil
Ocean Planet,1,2,  2,1,1,   yes, 1,10, 1,   yes, 1,10,  1,  no,    ; Mou
Gas Cloud,  1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Wormhole,   0,2,  -1,0,0,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Debris,     2,3,  0,0,0,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Swa
Ion Cloud,  2,3,  1,1,3,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Jun
Space,      1,2,  2,0,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Minerals,   1,2,  3,1,0,
Minerals,   1,2,  1,3,0,
Minerals,   1,2,  2,1,0,
Crystals,   2,3,  3,2,0,
Tidal Twin, 2,4,  1,2,0,
Ice,        3,6,  0,1,6,
Minerals,   1,2,  3,1,0,
Nothing,    2,2,  -1,1,4,
Larger Chunks,2,3,  1,4,0,
Minerals,   2,3,  1,0,4,
Asteroids,  1,2,  3,3,2,
Minerals,   1,2,  0,4,0,
Minerals,   1,2,  3,1,0,
Minerals,   1,2,  2,1,0,
Water,      2,3,  2,1,2,
Magma Vent, 2,4,  1,0,4,
Dead Comet, 3,6,  0,4,0,
Minerals,   1,2,  2,0,3,
Nothing,    -1,2,  0,4,0,
Large Chunks,2,3,  0,3,4,
Minerals,   2,3,  4,0,1,
Sun,        1,2,  3,2,3,




@GOVERNMENTS
Anarchy,        High Chancellor,High Chancellor
Dominion,       Lord,        Lady
Council,        Commander,   Commander
Military,       General,     General
Hive,           The,         The
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Sokar,        Anubis,              0, 1, 0, Linvris,      Gaould,      1,  1, -1,     1, Lord, Lady
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     1, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Hammond,      Wier,                0, 5, 0, Humans,      Human,      -1,  0,  1,        1, General, General
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     1, Prime Minister, Prime Minister
Thor,         Freya,               0, 7, 3, Asgard,      Asgard,     -1, -1,  1,       2, Supreme Commander, Supreme Commander
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     1, Czar, Czarina, 4, Patriarch, Matriarch
First,        Second,              0, 2, 0, Replicators, Replicator,  1,  1, -1,
Yu,           Niirti,              0, 3, 0, System Lords,Gao'uld,     1,  1, -1,     1, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     1, Chairman, Chairperson
Garshaw of Belote,Selmak,              1, 6, 2, Rebel Alliance,Rebel,       0,  0,  0,     2, Grand Councillor, Grand Councillor
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     1, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     1, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Travell,      Narim,               1, 4, 1, Galaxy,      AI,         -1,  0,  0,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     1, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     1, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Naquada,
Boron,
Palladium,
Vanadium,
Rhodinium,
Cobolt,
Trinium,
Titanium,
Cadmium,
Chromium,
Silver,
Copper,
Platinum,
Gold,
Tungsten,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Tpt Conduit,  R
Build Egy Conduit,  I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build StarGate,     E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













